Just trying to fix things now
This commit is contained in:
@@ -53,6 +53,13 @@ All struct and enum types end in `_t` (`animation_t`, `errorret_t`, …).
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### Implementation files (`.c`)
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- Contain function bodies only; no declarations.
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- Pull in whatever additional includes the implementation needs.
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- Do not use `static` or `inline` on **functions**. Every function,
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including internal helpers, must be declared in the matching `.h` and
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defined in the `.c` file. Internal helpers belong near the bottom of
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the `.c` file, not at the top with a `static` qualifier.
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`static` and `inline` on functions are only appropriate when the
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function body is written directly inside a `.h` file.
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`static` on **variables** (file-scope state) is fine and expected.
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### Formatting
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- Hard-wrap all lines at **80 characters**.
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@@ -398,10 +405,8 @@ const size_t size
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```
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### Comments in `.c` files
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- Block comments that describe a section use the divider style:
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```c
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/* ---- Public API ---- */
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```
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- Do not use section dividers (`/* ---- ... ---- */`). Just let the
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functions follow one another with a single blank line between them.
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- Multi-line explanatory comments inside function bodies use `//` lines:
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```c
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// Script modules are freed; orphaned JS wrapper objects now get GC'd
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+18
-6
@@ -4,12 +4,24 @@
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// https://opensource.org/licenses/MIT
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const PLAYER_SPEED = 5.0;
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// 1 world unit = 16 pixels.
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const PIXEL_SCALE = 1.0 / 16.0;
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// Player sprite is 32x32 px (test.png dimensions).
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const PLAYER_W = 32 * PIXEL_SCALE;
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const PLAYER_H = 32 * PIXEL_SCALE;
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var player = {};
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var _entity, _position, _physics;
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player.getAssets = () => {
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return [
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{ path: 'test.png', type: Asset.TYPE_TEXTURE, format: Texture.FORMAT_RGBA }
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];
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}
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player.init = function(scene) {
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var texture = scene.assets.getAssetByPath('test.png');
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Console.print('Player init: got texture ' + texture);
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player.create = function(texEntry) {
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_entity = Entity.create();
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_position = _entity.add(Component.POSITION);
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_physics = _entity.add(Component.PHYSICS);
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@@ -19,13 +31,13 @@ player.create = function(texEntry) {
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_physics.gravityScale = 1.0;
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var r = _entity.add(Component.RENDERABLE);
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r.texture = texEntry.texture;
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r.texture = texture.texture;
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r.type = Renderable.SPRITEBATCH;
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r.color = new Color(220, 80, 80);
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// upright quad: (-0.5,0,0) -> (0.5,1,0) in XY plane
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r.sprites = [[-0.5, 0, 0, 0.5, 1, 0, 0, 1, 1, 0]];
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// Upright quad centered on X, bottom-aligned on Y.
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r.sprites = [[-PLAYER_W/2, 0, 0, PLAYER_W/2, PLAYER_H, 0, 0, 1, 1, 0]];
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_position.localPosition = new Vec3(0, 1, 0);
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_position.localPosition = new Vec3(0, PLAYER_H, 0);
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};
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player.getPosition = function() {
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+14
-47
@@ -4,11 +4,6 @@
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// https://opensource.org/licenses/MIT
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var scene = {};
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var player = require('player.js');
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var assets = AssetBatch([
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{ path: 'test.png', type: Asset.TYPE_TEXTURE, format: Texture.FORMAT_RGBA }
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]);
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// Pokemon DS-style camera: ~34 degrees elevation (atan(6/9)).
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// CAM_HEIGHT / CAM_DIST ratio controls the tilt - keep it under 0.7 for
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@@ -16,58 +11,30 @@ var assets = AssetBatch([
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const CAM_HEIGHT = 6;
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const CAM_DIST = 9;
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var cam, camPos;
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var floorEntity;
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function updateCamera() {
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var pp = player.getPosition().worldPosition;
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// Position is offset above and behind the player; lookAt the exact player
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// world position so the player projects to the center pixel every frame.
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camPos.localPosition = new Vec3(pp.x, pp.y + CAM_HEIGHT, pp.z + CAM_DIST);
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camPos.lookAt(new Vec3(pp.x, pp.y, pp.z));
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}
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scene.init = async function() {
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assets.lock();
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await assets.loaded();
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var texEntry = assets.entry(0);
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// Camera
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cam = Entity.create();
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camPos = cam.add(Component.POSITION);
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cam.add(Component.CAMERA);
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scene.cam = Entity.create();
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var camPos = scene.cam.add(Component.POSITION);
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var cam = scene.cam.add(Component.CAMERA);
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camPos.localPosition = new Vec3(3, 3, 3);
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camPos.lookAt(new Vec3(0, 0, 0));
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// Floor - infinite static plane at Y=0. Rendered as a large flat blue
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// slab using the default SHADER_MATERIAL (no texture needed).
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floorEntity = Entity.create();
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var floorPos = floorEntity.add(Component.POSITION);
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var floorPhysics = floorEntity.add(Component.PHYSICS);
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floorPhysics.bodyType = Physics.STATIC;
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floorPhysics.shape = Physics.SHAPE_PLANE;
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var floorR = floorEntity.add(Component.RENDERABLE);
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// Floor - large flat slab, no texture needed.
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scene.floor = Entity.create();
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var floorPos = scene.floor.add(Component.POSITION);
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var floorR = scene.floor.add(Component.RENDERABLE);
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floorR.type = Renderable.SHADER_MATERIAL;
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floorR.color = Color.BLUE;
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floorPos.localScale = new Vec3(16, 0.2, 16);
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floorPos.localPosition = new Vec3(0, -0.1, 0);
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// Player - spawns 1 unit above the floor so physics drops it cleanly.
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player.create(texEntry);
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// Initialise camera at the correct angle from the player's spawn position.
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updateCamera();
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// floorPos.localScale = new Vec3(16, 0.2, 16);
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// floorPos.localPosition = new Vec3(0, -0.1, 0);
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};
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scene.update = function() {
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player.update();
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updateCamera();
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};
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scene.dispose = function() {
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player.dispose();
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Entity.dispose(floorEntity);
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Entity.dispose(cam);
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assets.unlock();
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Entity.dispose(scene.floor);
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Entity.dispose(scene.cam);
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};
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module.exports = scene;
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+30
-34
@@ -11,38 +11,6 @@
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#include "util/memory.h"
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#include <unistd.h>
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/* ---- Per-entry event trampolines ----------------------------------------- */
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static void assetBatchEntryOnLoadedCb(void *params, void *user) {
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assetentry_t *entry = (assetentry_t *)params;
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assetbatch_t *batch = (assetbatch_t *)user;
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batch->loadedCount++;
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eventInvoke(&batch->onEntryLoaded, entry);
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if((uint16_t)(batch->loadedCount + batch->errorCount) >= batch->count) {
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if(batch->errorCount == 0) {
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eventInvoke(&batch->onLoaded, batch);
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} else {
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eventInvoke(&batch->onError, batch);
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}
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}
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}
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static void assetBatchEntryOnErrorCb(void *params, void *user) {
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assetentry_t *entry = (assetentry_t *)params;
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assetbatch_t *batch = (assetbatch_t *)user;
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batch->errorCount++;
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eventInvoke(&batch->onEntryError, entry);
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if((uint16_t)(batch->loadedCount + batch->errorCount) >= batch->count) {
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eventInvoke(&batch->onError, batch);
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}
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}
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/* ---- Public API ---------------------------------------------------------- */
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void assetBatchInit(
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assetbatch_t *batch,
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const uint16_t count,
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@@ -86,7 +54,7 @@ void assetBatchInit(
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);
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if(batch->entries[i]->state == ASSET_ENTRY_STATE_LOADED) {
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/* Already loaded (cached) - count it now, no subscription needed. */
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// Already loaded (cached) - count it now, no subscription needed.
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batch->loadedCount++;
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} else if(batch->entries[i]->state == ASSET_ENTRY_STATE_ERROR) {
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batch->errorCount++;
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@@ -161,9 +129,37 @@ void assetBatchDispose(assetbatch_t *batch) {
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if(batch->entries[i]) {
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// Unsubscribe while we still hold a lock so the entry is live.
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eventUnsubscribe(&batch->entries[i]->onLoaded, assetBatchEntryOnLoadedCb);
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eventUnsubscribe(&batch->entries[i]->onError, assetBatchEntryOnErrorCb);
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eventUnsubscribe(&batch->entries[i]->onError, assetBatchEntryOnErrorCb);
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assetUnlockEntry(batch->entries[i]);
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}
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}
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memoryZero(batch, sizeof(assetbatch_t));
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}
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void assetBatchEntryOnLoadedCb(void *params, void *user) {
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assetentry_t *entry = (assetentry_t *)params;
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assetbatch_t *batch = (assetbatch_t *)user;
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batch->loadedCount++;
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eventInvoke(&batch->onEntryLoaded, entry);
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if((uint16_t)(batch->loadedCount + batch->errorCount) >= batch->count) {
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if(batch->errorCount == 0) {
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eventInvoke(&batch->onLoaded, batch);
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} else {
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eventInvoke(&batch->onError, batch);
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}
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}
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}
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void assetBatchEntryOnErrorCb(void *params, void *user) {
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assetentry_t *entry = (assetentry_t *)params;
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assetbatch_t *batch = (assetbatch_t *)user;
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batch->errorCount++;
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eventInvoke(&batch->onEntryError, entry);
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if((uint16_t)(batch->loadedCount + batch->errorCount) >= batch->count) {
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eventInvoke(&batch->onError, batch);
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}
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}
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@@ -104,3 +104,21 @@ errorret_t assetBatchRequireLoaded(assetbatch_t *batch);
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* @param batch Batch to dispose.
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*/
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void assetBatchDispose(assetbatch_t *batch);
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/**
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* Event trampoline invoked when a batch entry finishes loading.
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* Increments the loaded counter and fires batch-level events.
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*
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* @param params The loaded assetentry_t pointer.
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* @param user The owning assetbatch_t pointer.
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*/
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void assetBatchEntryOnLoadedCb(void *params, void *user);
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/**
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* Event trampoline invoked when a batch entry fails to load.
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* Increments the error counter and fires batch-level events.
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*
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* @param params The errored assetentry_t pointer.
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* @param user The owning assetbatch_t pointer.
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*/
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void assetBatchEntryOnErrorCb(void *params, void *user);
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@@ -7,9 +7,13 @@ var Scene = {
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};
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Scene.update = () => {
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if(!Scene.current || !Scene.current.update) return;
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Scene.current.update();
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}
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Scene.dynamicUpdate = () => {
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if(!Scene.current || !Scene.current.dynamicUpdate) return;
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Scene.current.dynamicUpdate();
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}
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Scene.set = (newScene) => {
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@@ -6,6 +6,7 @@
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*/
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#include "moduleassetbatch.h"
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#include "util/string.h"
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#define ASSET_BATCH_LOADED_MAX 8
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@@ -273,6 +274,30 @@ moduleBaseFunction(moduleAssetBatchEntry) {
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return scriptProtoCreateValue(&MODULE_ASSET_ENTRY_PROTO, &e);
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}
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moduleBaseFunction(moduleAssetBatchGetAssetByPath) {
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moduleBaseRequireArgs(1);
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jsassetbatch_t *b = moduleAssetBatchSelf(callInfo);
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if(!b || !b->batch) return jerry_undefined();
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if(!jerry_value_is_string(args[0])) return jerry_undefined();
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char_t path[ASSET_FILE_NAME_MAX];
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jerry_size_t pathLen = jerry_string_to_buffer(
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args[0], JERRY_ENCODING_UTF8,
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(jerry_char_t *)path, ASSET_FILE_NAME_MAX - 1
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);
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path[pathLen] = '\0';
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for(uint16_t i = 0; i < b->batch->count; i++) {
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assetentry_t *entry = b->batch->entries[i];
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if(!entry) continue;
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if(!stringEquals(entry->name, path)) continue;
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assetEntryLock(entry);
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jsassetentry_t e = { .entry = entry };
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return scriptProtoCreateValue(&MODULE_ASSET_ENTRY_PROTO, &e);
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}
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return jerry_undefined();
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}
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moduleBaseFunction(moduleAssetBatchGetOnLoaded) {
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jsassetbatch_t *b = moduleAssetBatchSelf(callInfo);
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if(!b || !b->batch) return jerry_undefined();
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@@ -349,6 +374,10 @@ void moduleAssetBatchInit(void) {
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scriptProtoDefineFunc(
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&MODULE_ASSET_BATCH_PROTO, "entry", moduleAssetBatchEntry
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);
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scriptProtoDefineFunc(
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&MODULE_ASSET_BATCH_PROTO, "getAssetByPath",
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moduleAssetBatchGetAssetByPath
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);
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scriptProtoDefineProp(
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&MODULE_ASSET_BATCH_PROTO, "onLoaded",
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moduleAssetBatchGetOnLoaded, NULL
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@@ -89,6 +89,15 @@ moduleBaseFunction(moduleAssetBatchUnlock);
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*/
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moduleBaseFunction(moduleAssetBatchEntry);
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/**
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* getAssetByPath(path) - finds the first entry whose name matches path
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* and returns it as a locked AssetEntry, or undefined if not found.
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* The returned entry must be unlocked separately when no longer needed.
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* @param args[0] Path string to match against entry names.
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* @return AssetEntry, or undefined if no entry matches.
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*/
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moduleBaseFunction(moduleAssetBatchGetAssetByPath);
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/** @return The onLoaded Event (fires once when all entries load). */
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moduleBaseFunction(moduleAssetBatchGetOnLoaded);
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Vendored
+6
@@ -57,6 +57,12 @@ interface AssetBatch {
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* Returns `undefined` if `index` is out of range or the batch is disposed.
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*/
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entry(index: number): AssetEntry | undefined;
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/**
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* Returns the first `AssetEntry` whose path matches, adding an
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* independent lock. Returns `undefined` if no entry matches.
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* The returned entry must be unlocked separately when no longer needed.
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*/
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getAssetByPath(path: string): AssetEntry | undefined;
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/**
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* Fires once when every entry has loaded successfully.
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